The main issue is with the libssl and the Qt version that the installer uses. One thing that worked for me was to install the Qt 5.6.1 and also the openssl-1.0-dev.
I hope this helps you!
Cheers!
Alejandro

Hey Howard! Sorry about that! Here is the scene, I polyreduced a bit one of the frames of the sim to have a less heavy file to share!
By the way, that mesh still has a freeSurface attribute; So you can use that gradient for nice shading effects.
I forgot to say that this scene uses Redshift. v2.6.32; H17.459.
Cheers!
Alejandro
FLIP_crown_v005_share.hip

Thanks Atom!
For this retime I used an old tool that I developed years ago to do almost the same as the new retime tool, the main differences are the nice interpolation options for attributes that the new H17 one has, mine just have linear as interpolation option, so I'll migrate very soon to that one.
Alejandro

Here is another test using a last iteration of my tools to do small scale stuff. This time, now is possible to art direct how much do you want to break a sheet into drops and tendrils, and there are some Micro Ripples on the sheets that are relative to the fluid speed and curvature at some portions of the main fluid body!
oil_details_shading_cam01_v001.mp4
Thank you!
Alejandro

I think Mantra is faster when rendering volumes, but the main issue is when you need multiple-scatter; Right now the path tracing alternative to point clouds is extremely slow in comparison with Arnold for example. Lets hope that H17 surprise us with some improvements for Mantra in volumetric rendering.

Hi,
Here is an example file to create custom aovs for different volumes, the workflow is a bit cumbersome because you can't reference the volumes directly from sops but from a geometry file. The main thing is to activate your hero container to sample the volume aovs.
I hope it helps you!
Thanks,
Alejandro
volumeAOVs.hip

I'm working on something related to art direct the swirly motion of gases; Its an implementation of a custom buoyancy model that let you art direct very easily the general swirly motion of gases without using masks, vorticles, temperature sourcing to have more swirly motion in specific zones, etc. Also it gets rid of the "Mushroom effect" for free with a basic turbulence setup.
Here are some example previews. Some with normal motion, others with extreme parameters values to stress the pipeline.
For the details is just a simple turbulence + a bit of disturbance in the vel field, nothing complex, because of this the sims are very fast (for constant sources: average voxel count 1.8 billions, vxl size 0.015, sim time 1h:40min (160 frames), for burst sources, vxl size 0.015, sim time 0h:28min).
I'm working on a vimeo video to explain more this new buoyancy model that I'm working on.
I hope you like it!
Cheers,
Alejandro
constantSource_v004.mp4
constantSource_v002.mp4
burstSource_v004.mp4
constantSource_v001.mp4
burstSource_v002.mp4
burstSource_v003.mp4
burstSource_v001.mp4
constantSource_v003.mp4

Hi Ezequiel,
Here is a simple mod that I did to your file for you to see a method to transfer color to the flip sim that is using the boundary layers option, just go inside the flip solver!
I hope this helps!
Alejandro
flip_issue_aeb.hip

Hi,
Here is the hip setup for the vimeo video about the icecream sim with uvs; Its a very old setup (5+ years). Nothing over-complicated here, not always you have to do Black Magic to solve complex things!
I hope it helps!
Cheers!
Alejandro
icecream_vimeo_v001_to_share.hip

I think a displacement shader is the way to go! So you could use the voronoi pattern directly on your shader to use the center of each voronoi cell and the distance, then use that gradient as your displacement factor to give a concave or convex shape to your main object.
In sops you could do the same, but you need a lot of subdivision to accomplish the same as in shading stage.
Cheers,
Alejandro

Here is the correction for the file!
The problem was that you were using copy mode in the gas calculate, you need to add this pump to your velocity, but also you need to take care with the substeps, that's why I activated also a linear scale multiply mode for the pump to then scale all by the scene FPS.
I recommend you also that's is better to use ad-hoc fields (temporal data), it has memory advantages just cleaning that field but also the creation time when dealing with heavy data, for this try to use a gas match field instead.
Cheers,
Alejandro
vectorfield_fluidsim.hipnc